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Posted on Tue Mar 12, 2013 3:00 pm

LMGs for hot zone holding or room clearing through walls.ARs for a couple maps we keep getting thrown in and window camped out of SMG range. A smoke/stinger just for flag cap and anti air1 trophy for heavy spam on basesHardwired for EMP teamsBlackhat for CP stealing/hacking when a few players run em.

All have FJ/Tac mask. Both a must for our style. Always in the war zone of explosives and tactical crap.

Posted on Tue Mar 12, 2013 3:02 pm

Posted on Tue Mar 12, 2013 3:08 pm

If you have to keep engineer, greed it with tac mask. You will see how often you're stunned and flashed and shake it off.

But Engineer is not a must with our EMP clearance sails. Nothing stands a chance within 50 ft. FJ will save you from any stray claymore/betty. With tac mask you just blaze through shocks like they don't exist. They rarely get a Guardian/Sentry and its down in 1 call out. I think you would do better trading them out.

Posted on Tue Mar 12, 2013 3:10 pm

@Alpha wrote:If you have to keep engineer, greed it with tac mask. You will see how often you're stunned and flashed and shake it off.

But Engineer is not a must with our EMP clearance sails. Nothing stands a chance within 50 ft. FJ will save you from any stray claymore/betty. With tac mask you just blaze through shocks like they don't exist. They rarely get a Guardian/Sentry and its down in 1 call out. I think you would do better trading them out.

being able to see guardians and sentry guns, betties, claymores....it's all easy points since i use emp grenades exclusively